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s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

library_books 595 entries menu_book 352 Documentation code 133 API Reference terminal 100 Code Example groups 10 Community
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menu_bookDocumentation
May 20, 2026

Cloud Assets: Using sbox.game Models, Textures, and Sounds in Your Project

s&box provides access to a large selection of cloud assets (textures, models, sounds) from sbox.game without manual downloading or mounting. Cloud Browser Drag …

menu_bookDocumentation
May 4, 2026

ComponentFlags: Hidden, NotSaved, NotNetworked, NotCloned — Controlling Component Behavior

ComponentFlags: Controlling Component Serialization, Networking, and Visibility is a flags enum on that controls how a component behaves in the editor, serializ…

codeAPI Reference
May 3, 2026

Sandbox.ParticleEffect

Sandbox.ParticleEffect Controls particle system playback. Overview ParticleEffect is the root component for playing particle effects (.vpcf files). Setup Playba…

groupsCommunity
May 5, 2026

s&box built-in component quick reference — rendering, physics, navigation, UI, and audio

s&box Component Quick Reference A cheat sheet of the most commonly used built-in components and what they do. Rendering Lighting Physics Navigation UI Audio Gam…

terminalCode Example
May 5, 2026

Math types — Vector3, Rotation, Angles, Transform, TimeSince, and BBox

Math Types — Vector3, Rotation, Angles, and Transform s&box uses its own math types. Here's a practical reference for the ones you'll use constantly. Vector3 Ro…

menu_bookDocumentation
May 20, 2026

Network Visibility: Per-Connection Object Culling with INetworkVisible

Network Visibility controls whether a networked object should be visible (receive ongoing network updates) for a specific player. By default, all networked obje…

menu_bookDocumentation
May 12, 2026

s&box SnapGrid: World-space snap grid overlay

SnapGrid: World-Space Snap Grid Overlay SnapGrid is a sealed class that manages a world-space snap grid overlay projected onto a surface plane. It is used by th…

codeAPI Reference
May 12, 2026

s&box Tracer: Projectile trail renderer

Tracer Renderer Component API Reference Tracer is a Renderer component that creates a tracer effect (like bullet trails) that travels from its world position to…

terminalCode Example
May 3, 2026

Prefab Spawning and Cloning

Prefab Spawning and Cloning Prefabs are reusable GameObject templates that can be instantiated at runtime. Creating Prefabs Create a GameObject in the scene wit…

groupsCommunity
May 5, 2026

s&box networking gotchas — IsProxy, Sync, Authority, NetworkSpawn, and culling

s&box Networking Gotchas Common mistakes when building multiplayer games in s&box. IsProxy vs IsAuthority is true on all clients that don't own the object. Alwa…

menu_bookDocumentation
May 20, 2026

Playing Sounds: SoundEvent, SoundHandle, and GameObject Audio in s&box

s&box provides several ways to play sounds in code: fire-and-forget at a world position, control via SoundHandle, attach to a GameObject, or use scene component…

menu_bookDocumentation
May 4, 2026

GameObjectFlags: DontDestroyOnLoad, NotNetworked, Absolute, and Destroy vs DestroyImmediate

GameObjectFlags: Controlling GameObject Behavior is a flags enum that controls special behaviors for GameObjects. Values Usage ```csharp // Survive scene loads …

menu_bookDocumentation
May 4, 2026

ISceneStartup: OnHostPreInitialize, OnHostInitialize, OnClientInitialize — Scene Initialization Hooks

ISceneStartup: Scene Initialization Hooks for GameObjectSystems provides callbacks for scene initialization events. It is intended for implementations, not comp…

menu_bookDocumentation
May 3, 2026

ActionGraph - Visual Scripting System

ActionGraph - Visual Scripting System Create game logic using node-based visual scripting without writing code. Overview ActionGraph lets you: Build gameplay lo…

menu_bookDocumentation
May 5, 2026

Explore the Engine - s&box Documentation

Explore the Engine Learn how s&box works by exploring the testbed and understanding the core concepts. Play Testbed Start s&box (not the editor) and find the ga…

menu_bookDocumentation
May 20, 2026

WebSockets: External Server Communication with Auth Token Support

s&box allows WebSocket connections to interface with external servers. Common uses include custom networking and persistent data storage outside the local files…

menu_bookDocumentation
May 5, 2026

Ownership - s&box Networking Documentation

Ownership Network ownership determines which client or the host has authority over a networked GameObject. The owner controls synced properties and can send RPC…

terminalCode Example
May 11, 2026

UIDecal Component - Render Razor UI as a Decal

A Render Component for s&box that allows you to project Razor UI onto surfaces as a Decal. Great for sticking UI onto rounded walls, curved surfaces, or any geo…

terminalCode Example
May 12, 2026

s&box achievement unlocking with Rpc.FilterInclude targeting

s&box Achievement Unlocking with Rpc.FilterInclude This example shows achievement unlocking using s&box's Services.Achievements, Services.Stats, and Rpc.FilterI…

menu_bookDocumentation
May 4, 2026

[Sync] Attribute: SyncFlags.FromHost, SyncFlags.Interpolate, SyncFlags.Query — How Property Sync Works

[Sync] Attribute: SyncFlags and How Property Synchronization Works The attribute marks a component property for automatic network synchronization from the owner…